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How to do planar movement

This message was originally posted by bigteks on 02/25/2008 17:06:34
I want to model some 3-D lettering and logo stuff, so ideally I would like to do all my movement in the X-Y plane and then extrude into the Z-plane after I get the right look. Is it possible to lock the Z-plane so when I move points they don’t move in the Z-plane?

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How to do planar movement

This message was originally posted by joa on 02/25/2008 19:43:32
Hi bigteks!
I think there is no easy way to lock the z-plane. You can create a TransformSourceScript or TransformModifierScript that filters the Z component from the transformation matrices.
Although I think there is no need to do such a thing. You can simple be careful of selecting the manipulators xy plane. If you are seeing your objects from the +Z direction with orthogonal view (check the View (> Orthographic toggle) and (> Set View)) it’s quite difficult to miss the xy plane manipulator.
Cheers!
Joaquín

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How to do planar movement

This message was originally posted by bigteks on 02/25/2008 21:20:57
Thanks - that’s exactly what I was looking for. Now - how do I align two sets of planar points into the same plane?
Maybe a better question is, how can I build a gridded-donut (two concentric circles with about 100 points on each circle and connected to each other so they’re part of the same object)? Like a flattened cylinder.
The donut is the right topography for what I’m trying to build so I want to lay a donut on top of my bitmap and then move points in the X-Y plane until it matches the design.
Right now I have a flattened cylinder with one end scaled to fit inside the other but I don’t know how to get the two ends to be co-planar. They’re just sort of close right now - as close as my eyeball and mouse could get it.

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How to do planar movement

This message was originally posted by Timothy M. Shead on 02/25/2008 21:31:58
You can \"smash\" a set of points into a plane by applying the ScalePoints modifier and setting a scale value of \"0\" for the plane in question, and \"1\" for the other two axes.
For your \"ring\", create a PolyDisk with v_segments set to \"2\", then select the polygons in the middle and apply the Delete modifier. This is somewhat inelegant in that you would have to use the ScalePoints modifier with just the points on the inner boundary selected, if you want to change the \"thickness\" of the ring. If we had it, a \"PolyHyperboloid\" source would be a better solution.
Cheers,
Tim

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How to do planar movement

This message was originally posted by Horst JENS on 02/26/2008 03:11:37
Thanks for the answer. I use k3d version 0.6.7 from the ubuntu gutsy repository.
I managed partly to follow your advice (made a cube, a cone and a ball with k3d. created geometry writer, connect to input), but all i can import in blender is a single big ball, not the cone. I guess that i have to learn more and will dive into the wiki.
thanks for your help !

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How to do planar movement

This message was originally posted by Horst JENS on 02/26/2008 03:19:47
Thank you, Bart.
I will try to compile direct from the SVN trunk. a direct export to .ac is very valuable for me.
-Horst

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How to do planar movement

This message was originally posted by bigteks on 02/26/2008 08:31:17
You guys are good - I am impressed. I posted two questions late in the day and in both cases got spot-on answers within a couple of hours and no noise at all. Great job and thanks for what is obviously a lot of hard work and serious devotion to this remarkable open-source tool.

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